Exploring Feedback and Gamification in a Data Modeling Learning Tool

IF 2.4 Q1 EDUCATION & EDUCATIONAL RESEARCH Electronic Journal of e-Learning Pub Date : 2021-11-25 DOI:10.34190/ejel.19.6.2501
Olav Dæhli, B. Kristoffersen, Per Lauvås jr, T. Sandnes
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引用次数: 4

Abstract

Data modeling is an essential part of IT studies. Learning how to design and structure a database is important when storing data in a relational database and is common practice in the IT industry. Most students need much practice and tutoring to master the skill of data modeling and database design. When a student is in a learning process, feedback is important. As class sizes grow and teaching is no longer campus based only, providing feedback to each individual student may be difficult. Our study proposes a tool to use when introducing database modeling to students. We have developed a web-based tool named LearnER to teach basic data modeling skills, in a collaborative project between the University of South-Eastern Norway (USN) and Kristiania University College (KUC). The tool has been used in six different courses over a period of four academic years. In LearnER, the student solves modeling assignments with different levels of difficulty. When they are done, or they need help, they receive automated feedback including visual cues. To increase the motivation for solving many assignments, LearnER also includes gamifying elements. Each assignment has a maximum score. When students ask for help, points are deducted from the score. When students manage to solve many assignments with little help, they may end up at a leaderboard. This paper tries to summarize how the students use and experience LearnER. We look to see if the students find the exercises interesting, useful and of reasonable difficulty. Further, we investigate if the automated feedback is valuable, and if the gamifying elements contribute to their learning. As we have made additions and refinements to LearnER over several years, we also compare student responses on surveys and interviews during these years. In addition, we analyze usage data extracted from the application to learn more about student activity. The results are promising. We find that student activity increases in newer versions of LearnER. Most students report that the received feedback helps them to correct mistakes when solving modeling assignments. The gamifying elements are also well received. Based on LearnER usage data, we find and describe typical errors the students do and what types of assignments they prefer to solve.
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在数据建模学习工具中探索反馈和游戏化
数据建模是IT研究的重要组成部分。在关系数据库中存储数据时,学习如何设计和构建数据库非常重要,这也是IT行业的常见做法。大多数学生需要大量的实践和辅导才能掌握数据建模和数据库设计的技能。当一个学生在学习过程中,反馈是很重要的。随着班级规模的扩大和教学不再仅仅以校园为基础,向每个学生提供反馈可能会很困难。我们的研究提出了一个工具,用于向学生介绍数据库建模。在挪威东南大学(USN)和克里斯蒂安尼亚大学学院(KUC)的合作项目中,我们开发了一个名为LearnER的基于网络的工具来教授基本的数据建模技能。该工具已在四个学年的六门不同课程中使用。在学习者中,学生解决不同难度的建模作业。当他们完成工作或需要帮助时,他们会收到自动反馈,包括视觉提示。为了增加解决许多作业的动机,学习者还包括游戏化元素。每个作业都有一个最高分。当学生寻求帮助时,分数会被扣除。当学生在几乎没有帮助的情况下完成许多作业时,他们可能会进入排行榜。本文试图总结学生如何使用和体验学习者。我们看学生是否觉得练习有趣、有用、难度合理。此外,我们还调查了自动化反馈是否有价值,以及游戏化元素是否有助于他们的学习。由于我们在过去几年中对学习者进行了补充和改进,我们也比较了这些年来学生在调查和访谈中的反应。此外,我们分析从应用程序中提取的使用数据,以了解更多关于学生活动的信息。结果是有希望的。我们发现,在更新版本的学习者中,学生的活动有所增加。大多数学生报告说,收到的反馈有助于他们在解决建模作业时纠正错误。游戏化元素也很受欢迎。基于学习者使用数据,我们发现并描述了学生所犯的典型错误以及他们喜欢解决的作业类型。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Electronic Journal of e-Learning
Electronic Journal of e-Learning EDUCATION & EDUCATIONAL RESEARCH-
CiteScore
5.90
自引率
18.20%
发文量
34
审稿时长
20 weeks
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